Equipment/Alchemy
From Titan's Teeth
< EquipmentContents
- 1 Alchemical Weapons
- 2 Alchemical Tools
- 2.1 Blacklight Oil
- 2.2 Bladesharp
- 2.3 Brazier Mug
- 2.4 Clocktinder
- 2.5 Dragon's Spit
- 2.6 Invisible Ink, Average
- 2.7 Invisible Ink, Good
- 2.8 Invisible Ink, Simple
- 2.9 Invisible Ink, Superior
- 2.10 Mage Candle
- 2.11 Rusting Powder
- 2.12 Smokestick
- 2.13 Spiderbane Pot
- 2.14 Sunrod
- 2.15 Tindertwig
- 2.16 Wayfarer Loaf
Alchemical Weapons
Item | Cost | Weight | Short |
---|---|---|---|
Acid | — | 1 lb. | Thrown splash weapon dealing 1d6 acid damage |
Acid | — | 1 lb. | Thrown splash weapon dealing 1d6 acid damage |
Alchemist's Fire | — | 1 lb. | Thrown splash weapon dealing 1d6 fire damage |
Alchemist's Frost | — | 1 lb. | Thrown splash weapon dealing 1d6 cold damage |
Boompot | — | - | Throw to daze or dazzle targets in 30 ft radius |
Dragonrod | — | 1 lb. | Deal 2d6 fire damage in 15-foot line |
Flash Powder | — | - | Used to blind creatures |
Itching Powder | — | 2 lbs. | Targets gain penalties to attack throws, saving throws and skill checks |
Sneezing Powder | — | 2 lbs. | Targets enter a fit of sneezing for several rounds |
Tanglefoot Bag | — | 4 lbs. | Entangle struck creature |
Thundernet | — | 7 lbs. | A net that hits target with thunderstone |
Thunderstone | — | 1 lb. | Thrown splash weapon that deafens creatures |
Acid
Benefit: You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Acid
Benefit: You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist's Fire
Benefit: You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash.
On the round following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Alchemist's Frost
Benefit: You can throw a flask of alchemist’s frost as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash.
On the round following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to brush of the frost before taking this additional damage. Removing the frost requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or otherwise washing down automatically removes the frost.
Boompot
A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light and fire plus a loud explosion.
If thrown, a boompot has a range increment of 10 feet.
Dragonrod
A dragonrod is a three-foot long length of iron tube, packed with alchemical materials similar to those found in alchemist’s fire, smokesticks, and tindertwigs. A rawhide cord trails out the back end of the rod.
It also produces a cloud of smoke adjacent to the dragonrod, identical to that produced by a smokestick. A dragonrod can be reloaded, but this takes as long and costs as much as creating a new one.
Flash Powder
Benefit: This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
Itching Powder
Benefit: This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet.
Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect.
Sneezing Powder
Benefit: This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds.
Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
Tanglefoot Bag
Benefit: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thundernet
A thundernet is a military net that has been seeded with dozens of tiny thunderstones
Once used, a thundernet still functions as a normal net but cannot be reloaded to regain the thunderstone effect.
Thunderstone
Benefit: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Alchemical Tools
Item | Cost | Weight | Short |
---|---|---|---|
Blacklight Oil | — | 1 lb. | Lantern throws only dim light, but in greater radius. |
Bladesharp | — | 1 lb. | Increase a weapon's threat range by 1 |
Brazier Mug | — | 1 lb. | Heats content to nearly boiling |
Clocktinder | — | - | Works as a fuse |
Dragon's Spit | — | 1 lb. | Powder that burn through objects, including rocks and metal |
Invisible Ink, Average | — | - | Revealed by blood or acid |
Invisible Ink, Good | — | - | Revealed by monster blood or specific wine |
Invisible Ink, Simple | — | - | Revealed by heat or vinegar |
Invisible Ink, Superior | — | - | Revealed by blood of a specific person |
Mage Candle | — | - | Extend duration of light spells to six times normal |
Rusting Powder | — | - | Rusts iron, steel and adamantine |
Smokestick | — | ½ lbs. | Fills 10-foot cube with smoke |
Spiderbane Pot | — | 1 lb. | Repels vermin for 6 hours when lighted |
Sunrod | — | 1 lb. | Sheds light in 30-foot radius for six hours |
Tindertwig | — | - | Used to light fire |
Wayfarer Loaf | — | 1 lb. | One pound of these rations will last 1 week |
Blacklight Oil
Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement.
Bladesharp
A fragile, chalk-like, bloodred stone pressed from ground rocks, ash, and glass.
A bladesharp can be used five times before it crumbles into useless dust.
Brazier Mug
A brazier mug includes a trailing cord connected to alchemical compounds sandwiched between two earthenware layers of a hefty mug.
Each brazier mug works only once, staying warm for 1–4 hours. It is possible to built brazier mugs as canteens, and transport a liquid within them.
Clocktinder
Benefit: A clocktinder looks very much like a tindertwig and functions similarly.
However, rather than bursting into flame, a piece of clocktinder struck against a hard surface merely smolders slowly from top to bottom — a process that takes 10 rounds — then finishes with a burst of flame at the end of that time.
It’s possible to tie multiple clocktinders together so the first sets off the second, the second sets off the third, and so on. Shorter times can be achieved by cutting a clocktinder into a shorter stick. Changing the number of rounds one or more section of clocktinder will burn requires a DC 10 Craft (alchemy), Craft (traps), or Disable Device check. (If the total time is more than a minute of delay, the DC increases to 15). If the check fails by 4 or less, the clocktinder burns to an end 1d12 minus 1d6 rounds early (minimum 1). If it fails by 5 or more, the clocktinder fizzles out prior to reaching the end of its burn.
Wrapping the far end of a piece of clocktinder to a vial of alchemist’s fire, boompot, dragonrod, or fog bomb sets off the attached device when the clocktinder bursts into flame.
Dragon's Spit
Benefit: Dragon's spit is a reddish powder that burns with such intensity it can be used to melt metal and even burn straight through stone.
Igniting dragon's spit is very difficult, requiring at least 2 points of fire damage to be dealt to the powder to ignite it. But once ignited it burns for 6 rounds, dealing 10 fire damage each round. This damage is directed straight down from the dragon's spit, as gravity pulls on the burning material. Against stationary objects or helpless creatures the dragon's spit deals full damage completely ignoring any mundane hardness of the object (but not any ability of the object to resist fire or magical bonuses to hardness).
Creatures coming with a 5-foot radius of burning dragon's spit take 1 point of fire damage due to its intensity.
Invisible Ink, Average
Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.
This ink is keyed to either two common triggers, such as heat or vinegar, or one uncommon trigger, such as blood or acid.
A successful DC 25 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.
Invisible Ink, Good
Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.
This ink is keyed to either two uncommon triggers, such as blood or acid, or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood.
A successful DC 30 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.
Invisible Ink, Simple
Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.
Simple ink is keyed to a single, fairly common trigger, such as heat or vinegar.
A successful DC 20 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.
Invisible Ink, Superior
Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.
This ink is keyed to either two rare triggers, such as blood or acid, or one unique trigger, such as the blood of a specific person.
A successful DC 35 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.
Mage Candle
A mage candle is a specially treated length of wax, very close in appearance to a candle that has no wick.
Rusting Powder
Benefit: This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward.
If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.
Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
Smokestick
Benefit: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round).
The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Spiderbane Pot
A spiderbane pot contains a candle made from tallow and infused with plant extracts that produce scents vermin find distasteful.
Vermin of 2 HD or less do not enter this area unless physically forced to, and are shaken while inside the radius if forced in.
Vermin with more than 2 HD must make a DC 15 Fort save to enter the area, though they suffer no ill affects once they do so.
A typical spiderbane pot burns for 6 hours.
Sunrod
Benefit: This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light.
It glows for 6 hours, after which the gold tip is burned out and worthless.
Tindertwig
Benefit: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Wayfarer Loaf
Wayfarer loaf is a compact food made from dried fruits, grains, nuts, and heavy doses of thick, sweet saps. The result is a dark-tasting, sticky cross between bread and candy.
Different cultures have different shapes and names for wayfarer loaves. For example, in halfling communities it often tastes a bit sweeter and is called a waymuffin, while dwarves bake it into hard, tasteless squares called irontack.